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audio gui control
a gui element that plays a sound on loop, with minor configuration options and a logcal block for conditional plug in
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102
Engine/source/gui/shiny/guiAudioCtrl.h
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102
Engine/source/gui/shiny/guiAudioCtrl.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GUIAUDIOCTRL_H_
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#define _GUIAUDIOCTRL_H_
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#ifndef _GUITICKCTRL_H_
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#include "gui/shiny/guiTickCtrl.h"
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#endif
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#ifndef SOUND_ASSET_H
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#include "T3D/assets/SoundAsset.h"
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#endif
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/// This Gui Control is designed to be subclassed to let people create controls
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/// which want to receive update ticks at a constant interval. This class was
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/// created to be the Parent class of a control which used a DynamicTexture
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/// along with a VectorField to create warping effects much like the ones found
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/// in visualization displays for iTunes or Winamp. Those displays are updated
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/// at the framerate frequency. This works fine for those effects, however for
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/// an application of the same type of effects for things like Gui transitions
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/// the framerate-driven update frequency is not desirable because it does not
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/// allow the developer to be able to have any idea of a consistent user-experience.
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///
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/// Enter the ITickable interface. This lets the Gui control, in this case, update
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/// the dynamic texture at a constant rate of once per tick, even though it gets
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/// rendered every frame, thus creating a framerate-independent update frequency
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/// so that the effects are at a consistent speed regardless of the specifics
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/// of the system the user is on. This means that the screen-transitions will
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/// occur in the same time on a machine getting 300fps in the Gui shell as a
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/// machine which gets 150fps in the Gui shell.
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/// @see ITickable
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class GuiAudioCtrl : public GuiTickCtrl
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{
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typedef GuiTickCtrl Parent;
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private:
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protected:
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// So this can be instantiated and not be a pure virtual class
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void interpolateTick( F32 delta ) {};
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void processTick();
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void advanceTime( F32 timeDelta ) {};
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S32 mTickPeriodMS;
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U32 mLastThink;
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U32 mCurrTick;
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String mPlayIf;
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SFXSource* mSoundPlaying;
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/// Whether to leave sound setup exclusively to the assigned mTrack and not
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/// override part of the track's description with emitter properties.
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bool mUseTrackDescriptionOnly;
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/// The description and variant values used by the local profile.
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SFXDescription mDescription;
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SFXSource* mSourceGroup;
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F32 mVolume;
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F32 mPitch;
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F32 mFadeInTime;
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F32 mFadeOutTime;
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/// Called when the emitter state has been marked
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/// dirty and the source needs to be updated.
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void _update();
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public:
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DECLARE_SOUNDASSET(GuiAudioCtrl, Sound);
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DECLARE_ASSET_SETGET(GuiAudioCtrl, Sound);
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GuiAudioCtrl();
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~GuiAudioCtrl();
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// GuiControl.
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bool onWake();
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void onSleep();
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void setActive(bool value) {};
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bool testCondition();
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static void initPersistFields();
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DECLARE_CONOBJECT(GuiAudioCtrl);
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DECLARE_CATEGORY( "Gui Other" );
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};
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#endif
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